{No Armor!}****,H,HoI+6,ToPPaH+6,GoD+6,CoR+5,RoP+5,HWS+5,MS+4+D,RoE,PH,Tome of Clear Thought[inherent bonus to Int:+5],Manual of Bodily Health[inherent bonus to Con:+4],Manual of Quickness of Action[inherent bonus to Dex:+4],~26k gold*****

(*) psionic powers are not hindered by heavy armors, though you do not have proficiency in these armors, so they imply penalties to your attacks (which you won't be doing...)

(**) if you have chosen cheaper armor, spend all spare money on your shield

(***) this item, according to DMG rules, should cost around 36k + 36k*1.5 = 90k

(****) your Dex should now jump to 20+, thus you should take the weaker armor - breastplate, for example, but... with +5 enhancement, mithral breastplate would give you only +10 to AC, while your power - Inertive Armor - will give you +13...

(*****) if you have had odd value of Con or Dex, buy inherent bonus of +5 to evenly match your stat; it will cost you extra 27.5k, so you should marginally fit with your spare cash.

For rolling mode:
Put the highest roll in Intelligence. Now, if you have at least two rolls, each 13 or more, put them in Condition(higher) and Wisdom(lower). Make Dexterity your next roll. Whatever comes after it is up to your choice, just don't let your Str drop below 10.

(*) this equals to the value of following formula: your key ability modifier * your manifester level * 1/2, rounded down. For purpose of this guide, I'll assume that you started with 18 Int and did all you could do to max it.

Up to level 5, you just have to survive somehow (what is not that hard, given your tank outfit); afterwards, you rely on Energy Missile, boosted with your Overchannel feat when necessary(that is, when there are 5 or more enemies, or when the situation is grave).

From the very beginning, Earth Power allows you to reduce the cost of your powers by 1 as lnog as you stand on the ground, stone, or any unworked earth or soil. With Overchannel and Talented, your further main attack power - Energy Missile - can be cast with more destructive power, but you have to pay more power points(use them sparely).

The cost of your powers is reduced by one again about level 16, when you create hybrid magic/psionic item, so now your Energy Missiles can be cast for 1 PP!

The aim of this cost reduction is to let you cast Energy Missiles over and over, as well as save power points on buffs that are supposed to be made persistent through various feats in high-level part of this build.

Buffs:*

ML = Manifester Level

Duration:

10 min. / ML

1 h. / ML

10 min. / ML

10 min. / ML

24 h.

24 h.

24 h.

1 h. / ML

Power name:

Thicken Skin

Inertial Armor**

EnergyAdaptation

FreedomofMovement(psionic)

PersistentForce Screen***

PersistentPrecognition,defensive

PersistentBiofeedback

Overlandflight(psionic)

Level(MML)****

AC(natural)

PP

AC(armor)

PP

Elementalreduction

PP

PP

AC(shield)

PP

AC & saves(insight)

PP

Reduction

PP

PP

1st(1)

+1

1

+4

1

2nd(2)

+1

1

+5

1+2-1=2

3rd(4)

+2

1+3-1=3

+6

2+2=4

4th(5)

+2

3

+6

4

5th(6)

+3

3+3=6

+7

4+2=6

6th(8)

+3

6

+8

6+2=8

7th(9)

+4

6+3=9

+8

8

10(all)

7-1=6

8th(10)

+4

9

+9

8+2=10

10(all)

6

7-1=6

9th(11)

+4

9

+9

10

20(all)

6

6

10th(12)

+5

9+3=12

+10

10+2=12

20(all)

6

6

+4

1+12-1=12

+1

1+12-1=12

11th(13)

+5

12

+10

12

20(all)

6

6

+4

12

+1

12

12th(15)

+5

12

+11

12+2=14

20(all)

6

6

+5

12+3=15

+2

12+3=15

2/-

3-1+12=14

11-1=10

13th(16)

+6

12+3=15

+12

14+2=16

30(all)

6

6

+5

15

+2

15

2/-

14

10

(*) - only displaying those that have duration of 10 min. / level or more; see Side notes for more info on combat. The PP cost is already reduced by 1 due to the feat: Earth Power.

- Biofeedback (comes right after Vigor, gives you reduction for the time of battle)

Additional feats descriptions:

Transcend limits(psionic)[p.44H]

You can boost your powers beyond their normal limits with metapsionic feats.

Prerequisites: Overchannel, manifester level 3rd

Benefit: This feat allows you to accelerate the schedule by which you increase your effective manifester level when using Overchannel, but you suffer more for this ability. While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 5th level, you can choose to increase your effective manifester level by two, but you take 5d8 points of damage. At 12th level, you can increase your effective manifester level by three, but you take 9d8 points of damage. At 17th level you can increase your effective manifester level by four, but you take 15d8 points of damage.

The effective increase in manifester leve increases the number of power points you can expend on a single power manifestation, as well as increases all manifester level-dependent effects, such as range, duration, and overcoming power resistance.

Normal: Your manifester level is equal to your total levels in classes that manifest powers. If using Overchannel normally, the increased manifester levels come at 8th and 15th level.

Persistent Power(metapsionic)[p.43H]

You make one of your powers last all day.

Prerequisite: Extend Power

Benefit: To use this feat, you must maintain a psionic focus, which allows you to manifest a persistent power. A persistent power has a duration of up to 24 hours, as long as you do not expend your psionic focus for some other reason. If you do expend your psionic focus, the persistent power immediately ends, even if the 24-hour duration has yet to elapse.

The persistent power must have a personal or fixed range. This feat cannot affect powers of instantaneous duration, and it cannot affect a power whose effect is discharged. For powers that require concentration to learn extra information (such as detect psionics), you still must concentrate. Concentration on such power is a standard action that does not provoke an attack of opportunity.

Using this feat increases the power point cost of the power by 12. The power's cost cannot exceed your manifester level.

The effect of this feat does not stack with the effect of the Extend Power feat.

Permanent Focus(psionic)[p.43H]

You can retain your focus for a given feat.

Prerequisite: Narrow Mind

Benefit: When you take this feat, choose one psionic feat you already know that requires you to maintain your focus to utilize the feat's benefits. Once you've made this choice, it cannot be changed.

From now on, you are treated as if you constantly retain your psionic focus for purposes of gaining the benefit of the chosen feat, even if you have actually expended your psionic focus to gain benefit of some other feat that requires an expenditure.

Special: You may take this feat multiple times. Each time, it applies to a different psionic feat.

This build is highly effective if you have a tank in your team (though you have a decent AC on your own, your HP are rather low comparing to melee characters). You should try to cast your Energy Missiles from afar, so that noone graples you or blocks your powers in any other way.

Sending single, strong enemies will make this build's effectiveness drop to minimum, as well as placing enemies with high Spell Resistance or high Ref Saving Throw + (Improved) Evasion. Also enemies immune to elements are effective (on very high level, giving enemies resistance to all elements is possible and thus eliminating the Energy Missile spell from the fight).